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Special characters like the ones under "Men (Story)" lose their appearance when made the player
Assigned, WishlistPublic

Description

Some characters like the one from "Men (Story)", for example Kerry or Miller, have a pre-defined identity. Setting them up as a player in the editor erases that identity in favor of the player's settings.

In Arma 2, this was not the case.

Details

Legacy ID
3355687802
Severity
None
Resolution
Open
Reproducibility
Always
Category
Other
Steps To Reproduce
  • In the editor, place NATO->Men (Story)->Miller and set as Player
  • Start the mission

Expected:

  • Miller will look like Miller

Observed:

  • Miller will have the player's head and voice

Using "setIdentity" works if done after mission start.

Additional Information

During my own experiments, I had a unit encoded with the following init event handler:

init = "(_this select 0) setIdentity ""CUP_Miles"";";

The identity was not set. However, when I moved the line into a script file and changed the init event handler to

init = "[_this select 0, ""CUP_Miles""] execvm ""\path\to\script.sqf"";";

the identity was set correctly. So it would seem that the init even handler is executed before the player identity is applied.

Event Timeline

Alwarren edited Steps To Reproduce. (Show Details)Jul 18 2015, 7:41 PM
Alwarren edited Additional Information. (Show Details)
Alwarren set Category to Other.
Alwarren set Reproducibility to Always.
Alwarren set Severity to None.
Alwarren set Resolution to Open.
Alwarren set Legacy ID to 3355687802.May 8 2016, 12:23 PM
Alwarren edited a custom field.
pettka added a subscriber: pettka.May 8 2016, 12:23 PM

The issue is a bit more complex than it seems (as already the additional note proves) - when You start a mission, there go several changes of faces:

  1. Setting the face according to the soldier model
  2. Setting the face according to identity type
  3. Setting the face according to identity (scripted setIdentity goes here)
  4. Setting the face according to profile
  5. Setting the face according to mission scripts (including execVM)

That means we may possibly change the faces using execVM, but that could possibly collide with all mission scripts and provide strange results (including for example the East Wind campaign).

Just a side note, it worked well in A2 because story characters had their own head models with no selections to change the face on.

I see.

But Miller certainly has its own head model, and from what I could see the Arma 2 characters arent't very different from the Arma 3 characters, config-wise.

I haven't ever tried if a setIdentity on a predefined character from Arma 2 worked; it might be that there the selection of identity was "final".

But you will know better than me :)